Kogra

Sam Defoe.'s page

No posts. Organized Play character for Sam Defoe.




What is a Rokea exactly? Well I am just going off of the (classic) World of Darkness book for them here.. but its a term used to describe a Were-Shark.

The race I will be going with is: Human

I am not sure at the moment what the stat array would look like. It will very much need STR/DEX as I don't have access to medium armors. Along with a 13-14 wisdom score as the highest level spells I will be able to cast is 3rd Level.

I have a rough outline of what I want out of the concept in terms of class/archetype combinations which is: Barbarian (Sea Reaver) + Druid (Shark Shaman) with a single level splash of Fighter (Unbreakable) to pick up Diehard and Endurance in one go.

Level Progression
1st: Barbarian (Sea Reaver)
2nd: Barbarian (Sea Reaver)
3rd: Druid (Shark Shaman)
4th: Druid (Shark Shaman)
5th: Fighter (Unbreakable)
6th: Druid (Shark Shaman)
7th: Druid (Shark Shaman)
8th: Barbarian (Sea Reaver)
9th: Druid (Shark Shaman)
10th: Druid (Shark Shaman)
11th: Barbarian (Sea Reaver)
12th: Barbarian (Sea Reaver)

The main drawback of Sea Reaver is:
I can only use Light Armor. I do not gain proficiency with Medium Armor.

As for Domain or Animal Companion.. its safe to say I will be going with Domain as although it maybe cool to have a shark as an animal companion, its simply impracticle unless in the right campaign *cough*skulls&shackles*cough* *cough*.

So for domain I plan on taking one of the only four available (Animal/Death/Water/War), I will be going with the Water Domain, specifically the Oceans Subdomain as it fits more thematically.

I feel that the feat called Splintering Weapon fits splendidly on theme and a good thing to pick up at first level.

Splinter Weapon (General Feat) wrote:

Prerequisite: Base attack bonus +1, proficient with weapon, weapon made of primitive material.

Benefit: Whenever you use a melee or thrown weapon with the fragile weapon feature or similar quality and hit an opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.

Plus lets consider the pricing for a moment. For one of these "primitive weapons", the price of say a Bone Kukri or a Obsidian Kukri is 4 gold as opposed to 8 gold as both make whatever weapon made from such materials cost 50% less than its "modern" counterpart.

Speaking of weapons, I am having trouble pegging down what main weapon I want to use. It will probably be made from Bronze or Elysian Bronze as I wouldn't be a fan of my weapon rusting.

What are the most important things that Sea Reaver as an archetype offer that is important for theme than other archetypes could?

Spoiler:
#1) Marine Terror (Ex): "A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water.

This ability replaces fast movement."

#2) Eyes of the Storm (Ex): "At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.

This ability replaces uncanny dodge."

#3) Sure-Footed (Ex): "At 5th level, a sea reaver takes no penalties when moving across slick surfaces, whether natural or magical (e.g., grease, ice storm, and sleet storm). She is not at risk of falling, is not denied her Dexterity bonus when moving across such areas, and does not treat them as difficult terrain.

This ability replaces improved uncanny dodge."

What are the most important things that Shark Shaman as an archetype offer that is important for theme than other archetypes could?

Spoiler:
#1) Totem Transformation (Su): "At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

movement (can breathe water, swim speed 30 feet)
senses (scent 30 feet, scent 90 feet in water)
natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple)

While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish only) at will."

#2) Wild Shape: "At 6th level, a shark shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a shark, she instead uses her druid level +2."

What are the most important things that Water/Oceans as a Domain offer that is important for theme than other archetypes could?

Spoiler:
#1) Surge (Su): "As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

#2) Cold Resistance (Ex): "At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold."

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I would very much appreciate and welcome the feedback that I can get.